2022
DOI: 10.1007/s10055-022-00689-5
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A method for evaluating the learning concentration in head-mounted virtual reality interaction

Abstract: In education, learning concentration is closely related to the quality of learning, and teachers can adjust their teaching methods accordingly to improve the learning outcomes of students. Particularly in head-mounted virtual reality interactions, current methods for assessing learning concentration cannot be fully applied to new interactive environments because immersion shaping and cognitive formation differ from the conventional education. Therefore, in this study, a learning concentration assessment method… Show more

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Cited by 9 publications
(8 citation statements)
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“…For example, Lin et al fused three dimensions by incorporating facial expressions, visual focus rate, and task mastery as evaluation indicators. The proposed model improved learning concentration and assessment scores by 18% and 15.39%, respectively [17]. However, in this study, each dimension was represented using only one type of data.…”
Section: Concentration Recognition Based On Emotion Behavior and Cogn...mentioning
confidence: 87%
See 3 more Smart Citations
“…For example, Lin et al fused three dimensions by incorporating facial expressions, visual focus rate, and task mastery as evaluation indicators. The proposed model improved learning concentration and assessment scores by 18% and 15.39%, respectively [17]. However, in this study, each dimension was represented using only one type of data.…”
Section: Concentration Recognition Based On Emotion Behavior and Cogn...mentioning
confidence: 87%
“…Moreover, it fails to consider effectively integrating the three dimensions of cognition, emotion, and behavior. Therefore, there is an urgent need to explore multi-dimensional integration methods for concentration recognition [17].…”
Section: Introductionmentioning
confidence: 99%
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“…Over 40 years ago, visual environments have developed from the original online games (Duncan et al, 2012). (Lin, 2020), predicts that the number of monthly users of VR from 2018 to 2022 will be increased by 75.7%. According to (Petrock, 2020), the number of Virtual World users reached 90.9 million, and specifically, 57.4 million is dominated by US users.…”
Section: Introductionmentioning
confidence: 99%